RimWorld

RimWorld

3,541 ratings
Vanilla Factions Expanded - Settlers
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Mod, 1.3, 1.4, 1.5
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11.505 MB
Apr 8, 2020 @ 4:58am
Apr 10 @ 6:25am
36 Change Notes ( view )

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Vanilla Factions Expanded - Settlers

In 2 collections by Oskar Potocki
Vanilla Expanded
96 items
Vanilla Expanded - Empire playthrough
148 items
Description


[www.patreon.com]




1.2.0 (28/04/2021): Caravan raid size now capped at half wealth value of your colony.
1.1.8 (02/10/2020): - Chemlamp can now be properly placed on top of table, dresser...
- Protection fee request now take into account colony wealth
- Saloon doors now open quicker than normal doors
- Caravan raid is now using the quest system. The number of guards now scale with player wealth
- When using Vanilla Weapons Expanded, settlers and bandits can spawn with whip
- Bandana no longer hide hairs



After the success of our Vanilla Factions Expanded - Medieval, which was a faction mod closing the gap between tribal faction and outlander faction, we have begun work on another faction mod - this time adding frontier settlers, inspired by western films. The scope of this mod is quite similar to our Medieval mod, so you can expect it to be a well fitting mini-expansion.

Thanks to Vanilla Factions Expanded - Settlers, you can experience the harsh reality of being a gang of bandits on the rimworld frontier. Settlements of this faction are built in the same way they were in frontier America - with a main road separating a town into two parts. Thanks to new outfits and headgear, as well as several new weapons, your colonists will be able to blend in perfectly alongside all those thugs and prospectors shooting each other on the streets and drinking chemshine - a new, highly volatile chemfuel distilled alcohol. A large amount of new chemfuel-themed structures allow you to witness the power of combustible fuel, making your bases look just like the wild west settlements! A new starting scenario allows you to play bandits, a faction hostile to every other civilisation on the planet, and with new, fully revamped world quests you can become a bounty hunter or a caravan raider! Sorry, no stagecoach robbery included!

A new storyteller, Diego Dire, would like to tell you a story that begins with the blaze of glory. Not only will he provide you with more western-style events than regular, vanilla events, he will also scale backwards - meaning the beginning will be difficult, but it will slowly become more and more friendly. That is, of course, until Diego decides to start the cycle all over again, throwing the worst of the worst at you. Can you handle the challenge?

With a native support for the other Vanilla Expanded mods, settlers will come equipped with Vanilla Apparel Expanded clothing, whilst thanks to Vanilla Weapons Expanded, bandits will start using lever action rifles and sawed-off shotguns!

And watch out for drunk muffalos. Those beasts love chemshine!



This mod requires a Vanilla Factions Expanded - Core to run.































[forms.gle]



Authors:

Oskar Potocki, an artist and a designer, responsible for all the artwork and visual imagery.

Trunken, a programmer responsible for the XML code of weapons and apparel.

LimeTreeSnake, a programmer responsible for the C# and XML code of the mod.

Kikohi, a programmer who helped with finalising the mod for release.

Storyteller art by Vitalii.

Rimworld is owned by Tynan Sylvester.

Thank you:

Vanilla Expanded team for constant support.

Beta testers, including Chowder and Logger, for finding pesky bugs.

(CC BY-NC-SA 4.0)[creativecommons.org]



Q: Why did you re-release the mod?
A: The 1.1 version depends on our re-released 1.1 Vanilla Factions Expanded - Core. If I didn’t re-release the mod, I would have to add two dependencies to one mod, which would cause confusion.

Q: Can I suggest a feature?
A: Absolutely, leave a comment down below!

Q: Will you keep updating the mod with new content?
A: Possibly, but we will much rather focus on developing new modules for the faction mod.

Q: Do I need the base module for it to work?
A: Yes, the base module is required as it contains all the functionality of the mod.

Q: Is this mod compatibile with Combat Extended?
A: Yes.

Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like, however you do need a mod like Orion’s Faction Discovery for the settlers faction to actually spawn.

Q: Is it compatible with Go Explore?
A: It is compatible with majority, if not all, mods. In case you encounter errors, please refer to Known Issues section.

Q: Is it compatible with Westerado?
A: Yes it is!

Q: Are the mod features active without having Diego Dire as your storyteller?
A: Absolutely! You just get more Caravan raid and Bounty Hunt events with him!

Q: Can I grow chemroot in hydroponics?
A: Yes. It requires 120% fertility - hydroponics provide 280%, which means chemroot will grow just fine. It will also grow in fertile soil. It will NOT grow in regular soil.



[discord.gg]







Popular Discussions View All (15)
8
Feb 1, 2021 @ 4:43pm
You can "legally" rob a visiting caravan
VonArens
5
Apr 19, 2022 @ 12:18pm
Reporting bug with gog version
The Old One
1
Oct 1, 2023 @ 3:57pm
Caravans in caravan ambushes not spawning
frack
1,234 Comments
madhattr999 May 14 @ 10:46am 
It works fine most of the time for me too. This might be an edge case. Maybe it has to do with the wanted quest picking a pawn that has a relationship with another pawn in the game. Also, it occurred before 1.5 too. If the mod author could state that the mod is intended to create the pawn record in two places in the save, maybe that would help me troubleshoot which other mod might be conflicting. My mod list generally only consists of UI improvements and Vanilla Expanded content.
Brandon12340987 May 13 @ 10:58pm 
this mod works fine, you may want to check all your mods in their comment sections to see if they are actually 1.5 many mods updated the version number without checking if they work, new conflicts with mods that used to work is also an issue
madhattr999 May 13 @ 10:09pm 
Is there a way to disable the "wanted" quests? I never use them, and they seem to be continually corrupting my save file with duplicate IDs. It may be a combination with another mod, but I get errors saying duplicate weapon/item IDs and the items/weapons belonging to the pawn created by the quest in both pawnsForcefullyKeptAsWorldPawns and WorldObjects/Site. It has happened multiple times, and it seems related to wanted quests. Example:

Cannot register RimWorld.Apparel Apparel_Tuque11288424, (id=Thing_Apparel_Tuque11288424 in loaded object directory. Id already used by RimWorld.Apparel Apparel_Tuque11288424.

I deleted the archived quest with dev mode, and edited the save to clear the two pawn records, and the errors went away. Instead, I got a warning about a null pawn in a relationship of another pawn. I saved in-game and loaded that save, and the warning is also gone now.

I created a bug report with google forms. Hopefully it helps. Thanks for all your hard work.
Definitely a Virus May 12 @ 6:13pm 
Vanilla outpost quests inform you how many enemy pawns are present at the site (which is hilarious at times, because, like, under what circumstances am I ever taking on 20 pawns for 200 wood? lol)

I noticed that this mod's Caravan Raids do not, but I was wondering if there was any chance of that changing at some point? The way raid points calculate, enemy pawn count can increase pretty quickly and drastically at times and I often find myself very wary of trying to actually raid other faction's caravans because I have no way of knowing if I'm sending enough bandits out.
kongkim May 12 @ 11:51am 
Are there a reason way when its raining, it always look like there are no roof over the saloon door? or is it a bug? have had that as long as the mod has beenn out :)
Officer_Doofy May 1 @ 11:04am 
Thank you! (I have no idea how I missed the links for that above)
Oskar Potocki  [author] May 1 @ 3:43am 
You can try RimWorld public discord, in the troubleshooting channels.
Officer_Doofy Apr 30 @ 10:42pm 
Sorry if this isn't the place, but where would I go to ask about bugs? I seem to have one with faction settlements not loading correctly. Thanks!
Brandon12340987 Apr 27 @ 6:47pm 
narrowed down the mod that might have been causing the world gen issue and so far it seems to not be this mod but a completely unrelated one to the world map
Rob Bobbert Apr 25 @ 12:59pm 
Space cowboy